Sweden-Number/dlls/d3d10core/d3d10core_private.h

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/*
* Copyright 2008 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_D3D10CORE_PRIVATE_H
#define __WINE_D3D10CORE_PRIVATE_H
#include "wine/debug.h"
#define COBJMACROS
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#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10.h"
#ifdef D3D10CORE_INIT_GUID
#include "initguid.h"
#endif
#include "wine/wined3d.h"
#include "wine/winedxgi.h"
/* TRACE helper functions */
const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
const char *debug_dxgi_format(DXGI_FORMAT format);
DXGI_FORMAT dxgi_format_from_wined3dformat(WINED3DFORMAT format);
WINED3DFORMAT wined3dformat_from_dxgi_format(DXGI_FORMAT format);
/* IDirect3D10Device */
extern const struct ID3D10DeviceVtbl d3d10_device_vtbl;
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extern const struct IUnknownVtbl d3d10_device_inner_unknown_vtbl;
extern const struct IWineD3DDeviceParentVtbl d3d10_wined3d_device_parent_vtbl;
struct d3d10_device
{
const struct ID3D10DeviceVtbl *vtbl;
const struct IUnknownVtbl *inner_unknown_vtbl;
const struct IWineD3DDeviceParentVtbl *device_parent_vtbl;
IUnknown *outer_unknown;
LONG refcount;
IWineD3DDevice *wined3d_device;
};
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/* ID3D10Texture2D */
extern const struct ID3D10Texture2DVtbl d3d10_texture2d_vtbl;
struct d3d10_texture2d
{
const struct ID3D10Texture2DVtbl *vtbl;
LONG refcount;
IUnknown *dxgi_surface;
IWineD3DSurface *wined3d_surface;
D3D10_TEXTURE2D_DESC desc;
};
/* ID3D10Buffer */
extern const struct ID3D10BufferVtbl d3d10_buffer_vtbl;
struct d3d10_buffer
{
const struct ID3D10BufferVtbl *vtbl;
LONG refcount;
IWineD3DBuffer *wined3d_buffer;
};
/* ID3D10RenderTargetView */
extern const struct ID3D10RenderTargetViewVtbl d3d10_rendertarget_view_vtbl;
struct d3d10_rendertarget_view
{
const struct ID3D10RenderTargetViewVtbl *vtbl;
LONG refcount;
IWineD3DRendertargetView *wined3d_view;
D3D10_RENDER_TARGET_VIEW_DESC desc;
};
/* ID3D10InputLayout */
extern const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl;
struct d3d10_input_layout
{
const struct ID3D10InputLayoutVtbl *vtbl;
LONG refcount;
};
/* ID3D10VertexShader */
extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl;
struct d3d10_vertex_shader
{
const struct ID3D10VertexShaderVtbl *vtbl;
LONG refcount;
};
/* ID3D10GeometryShader */
extern const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl;
struct d3d10_geometry_shader
{
const struct ID3D10GeometryShaderVtbl *vtbl;
LONG refcount;
};
/* ID3D10PixelShader */
extern const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl;
struct d3d10_pixel_shader
{
const struct ID3D10PixelShaderVtbl *vtbl;
LONG refcount;
};
/* Layered device */
enum dxgi_device_layer_id
{
DXGI_DEVICE_LAYER_DEBUG1 = 0x8,
DXGI_DEVICE_LAYER_THREAD_SAFE = 0x10,
DXGI_DEVICE_LAYER_DEBUG2 = 0x20,
DXGI_DEVICE_LAYER_SWITCH_TO_REF = 0x30,
DXGI_DEVICE_LAYER_D3D10_DEVICE = 0xffffffff,
};
struct layer_get_size_args
{
DWORD unknown0;
DWORD unknown1;
DWORD *unknown2;
DWORD *unknown3;
IDXGIAdapter *adapter;
WORD interface_major;
WORD interface_minor;
WORD version_build;
WORD version_revision;
};
struct dxgi_device_layer
{
enum dxgi_device_layer_id id;
HRESULT (WINAPI *init)(enum dxgi_device_layer_id id, DWORD *count, DWORD *values);
UINT (WINAPI *get_size)(enum dxgi_device_layer_id id, struct layer_get_size_args *args, DWORD unknown0);
HRESULT (WINAPI *create)(enum dxgi_device_layer_id id, void **layer_base, DWORD unknown0,
void *device_object, REFIID riid, void **device_layer);
};
HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter,
UINT flags, DWORD unknown0, void **device);
HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count);
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#endif /* __WINE_D3D10CORE_PRIVATE_H */